======================== Overall changes ======================== ************************ REMINDER: Imms need to resave all mobs so that they load in the correct position ************************ ======================== PvP ======================== - New Monthly Automated PvP Quest (only partially implemented) ======================== Nuts and Bolts ======================== - Players who are above level 40 and delete are "retired" instead of deleted. New characters with that name cannot be made. - New Immortal command: Rawdamage - Immortals can no longer edit some key mobs, rooms, or items. Mostly just items that are already finely calibrated, such as Glabrezus, darksword, etc. - Immortals' actions no longer trigger command-eating aggressive mobs - Players no longer lose artifacts they try to auction. ======================== Mechanics ======================== - Can now type "group" while asleep successfully. - Some skills are now either toggled on or off rather than cast for duration (e.g. sneak). - Skill success and spell success now indistinguishable. Plan is to change the word "spell success" to "skill success" so the two are indistinguishable to players. - Player-created scrolls can only be recited by the mage who created them. - A player who envenoms a weapon becomes its permanent owner (no other player may wield the item). - Any item with a special procedure becomes owned when worn for the first time. This includes both quest items and items such as Avernus. - Items awarded through automatic quests are owned by the recipient. - Orbitals become owned when worn for the first time. - Vendors will not buy owned items. Other ways to permanently own items *may* follow (e.g. For a cost of quest points, you become the permanent owner of an item so there is no incentive for players to loot it from you. e.g. for a greater cost of quest points, an item is automatically returned to you after death so you cannot have it looted or lose it in your corpse) - Hit, mana, and moves will regen continously instead of at the tick. When you sleep, your regeneration rate will compound for superior regeneration. - Poison, suffering, etc will not cause a player to drop below 0 in mana or movement points. Health can, of course, still fall below zero... - When taking damage from spells, characters' saving spell now protects them from only up to 25% of spell damage. Some high-end spells now deal slightly less damage to compensate. - Experience penalty goes away at advancement level 10. - "Stop" command now makes any followers of the player quit combat as well. - The way armor reduces damage taken has been modified. It now reduces damage taken by a random amount between 0 and 3 for every 10 armor below -100. It used to reduce damage taken by 1 point for every 10 armor below -100. Note that this increases the average damage reduced by extra armor, but does not consistently reduce damage taken to 1 as it previously did. - Assassins will no longer gain mana per level. Previously cast skills now have associated commands - Leveling mana gains due to intelligence are no longer halved for some classes. - New command: InnerEye ======================== Changes to skills and spells which every class should be aware of ======================== - For a cost, Kant will reset all your skills to unlearned and return your practices to you. - Players may no longer buy practices. - Can see a skill success modifier (in arbitrary units) when identify is cast on one's self - Harm spell has the secondary effect of temporarily increasing damage taken by recipients. Damage is increased by 3% per harm spell up to a total of 15% bonus damage. Works against all targets with no chance of being resisted. - A character affected by the HAMSTRUNG affect now receives a stun for moving between rooms. If affected by both hamstrung and instant poison, the stun compounds. - Poultice cures its target of hamstring, dirty tactics, or the hamstrung affect from ranger boots. - When you are dusted, you can now see who threw the dust at you. - Many messages now say "someone" instead of the character's name if you are unable to see that character. - Mobs will no longer allow players they are fighting to easily exit a fight through summon. - Many classes now partially know at least a couple skills without first visiting a trainer. ======================== Racial ======================== - Faeries can now mix dust at level 30. Multiple effects from a single dust cannot happen until higher levels, however. - Players can now be the target of mist. The demon who mists will receive a stun and can only use it against targets who are not NOSUMMON. - Ogre's natural spell damage bonus adjusted from 30%. - Air elementals receive natural spell damage bonus of 20%. - Water elementals receive 15% less damage from spells. - Earth elementals receive -5% physical damage and -40AC instead of -50AC. - Drow have always received a bonus to spell damage. It will now be listed when a player casts identify on his- or herself. ======================== Death Knight ======================== - If Devour finishes an opponent, it no longer causes stun for the player. 3 round stun if unsuccessful (down from 4). Now drains more mana and health. - Death Touch's age effect now lasts 6 hours. Multiple further casts will increase the duration by 6 per cast. - When wielding darksword, the extra damage occassionally taken now mulitplies damage by 2 instead of 3/2. - Cause light wound made into "cause wound". "Cause critic" removed. Cause wound made to scale better with higher level, effectively replacing cause critic. ======================== Knight Errant ======================== -5 armor per advance level [1] Iniquity [2] [3] Improved Block [4] [5] Deflection (unimplemented) [6] [7] [8] [9] [10] Iniquity - When DK is struck hard, enemy's attacks will be more likely to miss for a short time after Improved Shield Block - +10% chance to block a second attack with shieldblock Deflection - Able to redirect x% of attacks onto a group member from himself. (different than SK deflection). ======================== Defiler ======================== +2% spell damage per advance level [1] Enemies saving throw returns mana [2] Improved black breath [3] The cards [4] Imp Fear [5] [6] [7] [8] [9] [10] Imp BlkBrth - Chance on cast enemy will suffer confusion. Imp Fear - Chance on cast enemy will suffer paranoia The Cards - When a death knight brings his enemy to the the doors of death, he receives a tarot. The card may be recited as a scroll and has a random effect on its target. ======================== Solamic Knight ======================== ======================== Dragoon ======================== -5 armor per advance level [1] Guardian Angel [2] [3] Improved Shield Block [4] [5] Improved AC effect [6] [7] [8] [9] [10] Guardian Angel- Random chance on being struck hard to be divinely healed and have maximum health increase for a short time. Improved Shield Block - +10% chance to block a second attack with shieldblock Deflection - Able to redirect x% of attacks from a group member to oneself. (different than DK deflection). ======================== Knight Templar ======================== 2% chance per advancement for heal spells to heal critically, increasing their potency by 50% [1] Hippocratic Oath [2] [3] Rehabilitation [4] [5] Dividends [6] [7] [8] [9] [10] Rehab - When not in combat, spells that remove minor debuffs often cost no mana Hipp Oath - While active, damage done is reduced 50%, but healing is increased 20% and mana is rejuvinated at an increased rate. The knight suffers when he turns this effect off. Dividends - Targets with holy alignment receive bonus healing ======================== Mage ======================== -Stoneskin removed. Made into awaken: self-cast spell which increases the players' spell damage. -Chill Touch now reduces str of target with each cast. No maximum to how much strength can be reduced. Duration reduced by successfully saving versus magic. -Color Spray now costs 20 mana. Does double damage against opponents who can see. (It is the best direct damage-to-mana ratio spell in the game). -Lightning Bolt now costs 40 mana at level 50. Its damage is highly dependent on the weather. In the right conditions, it is the most damaging direct damage spell in the game. Casting it will cause the weather to evolve more quickly. -Burning hands removed from game. -Shocking grasp moved to level 10. Shocking grasp's damage is not reduced by opponents having shield, ward, or sanctuary. Cannot be blocked by art of the flower. Opponents cannot reduce damage by saving spell. Cannot be reflects or evaded. -Each cast of shriek reduces opponents' hitroll by 1 for 10 seconds. Works against any level opponent, but immortals get a chance to resist. -Doombolt's damage slightly reduced (to match changes to saving spell). -Curse no longer available. Detect poison no longer available. ======================== Arcanist ======================== Spell damage increases by 1% per advancement. Spells crit for 1.5x damage, chance of crit increases 1% per advancement [1] Potency [2] [3] Imp Meteor Swarm [4] [5] [6] [7] [8] [9] [10] Potency - Spells cost 200% more to cast, regen increases by 400%? Imp Meteor Swarm - 40% chance of anyone not saving throw to be stunned two rounds ======================== Enchanter ======================== Summoned mobs do 1% more damage per advancement Summoned mobs have 1% more hitpoints per advancement [1] Pet Mend [2] [3] Master Summoning [4] 2-way portal [5] Master Summoning II [6] [7] [8] Master Summoning III [9] [10] Pet Mend - Slowly revives your pet as long as neither of you do or take any damage Enchanting - When casting (haste, airsphere, flame blade), 20% chance of being cast at no mana cost Master summoning - 4% chance of summoning 2 pets Master summoning2- 8% chance of summoning 2 pets Master summoning3- 4% chance of summoning 3 pets & 8% chance of summoning 2 pets 2way portal "If you stare into the Abyss long enough the Abyss stares back at you. - Friedrich Nietzsche" - If the room you are in can be portalled to and you are summonable, you will open a second portal from the destination to you. ======================== Assassin ======================== -Traps can now trigger on room entry. E.g. If you have a trap set in your room to the east, if a player enters your room by travelling west, they will set it off while entering the room. ======================== Bounty Hunter ======================== +1% bonus chance for assassinate to succeed per advance [1] Preparation [2] [3] Deterrence [4] [5] Improved escape [6] [7] [8] [9] [10] Preparation - While hidden, vigor regenerates at a higher rate Deterrence - Dodge and parry are both more likely to succeed for a limited time. Imp Escape - Chance on successful escape to suffer no self stun, stun opponent ======================== Butcher ======================== +1 damage per advancement [1] Assailing blow [2] [3] Dire blows [4] [5] Improved Traps [6] [7] [8] [9] [10] Assailing blow - If regular assassinate fails, a second roll is performed for damage between the dam cap and the full assassinate damage. Dire Blows- Each continuous round of combat may increase your damroll. Resets at end of fight. Improved traps - Extra attention can be paid to the trap, which can cause additional negative results to those who set them off. ======================== Thief ======================== - New skill: Blackjack (see main port thief board for description) - New quest item: Quietus ======================== Trickster ======================== [1] Tergiversation [2] [3] Imp Distract [4] Apostasy [5] imp palm [6] [7] [8] [9] [10] Tergiversation - After a cower, attempts to backstab the enemy Imp Distract - Chance on successful use to cause confusion Apostasy - Steal slightly more effective when used against group members Imp Palm - Chance on successful use to cause paranoia to one or more people in the room ======================== Brigand ======================== [1] Imp Flashbang [2] [3] Deterrence [4] [5] Improved Dust [6] [7] [8] [9] [10] Imp Flashbang - Dust and cutthroat always successful against an enemy stunned by flashbang Deterrence - for a short time, dodge and parry are more effective Imp Dust - Dust duration increased by 20%. Must be cleansed twice to remove. Gives an additional 103 hitroll penalty. ======================== Cleric ======================== - Banish now works on conjured mobs affected by charm corpse. Banish now drops the items held by a banished target to the ground. - New spell "Maledict" available - The spell Cure Critical now has a bonus healing effect when cast on one's self. ======================== Dark Priest ======================== +2 spell damage per advancement [1] Shadow form [2] Assistant refreshable [3] Favored Soul [4] [5] Stun Protection [6] [7] [8] [9] [10] Shadow form - -Spell damage increased by 15% -Spell cost reduced by 15% -Casting healing spells removes shadow form -Group healed for 5%-10% of damage done by spell Assistant ref - When assistant wails and dies, you can cast it again to vivify your assistant. Favored Soul - See below Stun Protection - All stun effects against the cleric (from opponents and due to casting spells) are randomly shortened in duration. ======================== Holy Priest ======================== +1.5% healing per advancement +2 mana regen per pulse per advance [1] Clarity [2] Improved buff duration [3] Favored Soul [4] [5] Improved Fortify [6] [7] [8] [9] [10] Clarity - +10 mana regen per game pulse Favored soul - When a victim succeeds its saving throw, the next cast by a cleric with Favored Soul is more likely to succeed. This effect stacks for greater and greater likelyhood but is removed once the victim fails its saving throw. Imp Fortify - When the fortify affect takes place, the target is cured of many debuffs and stun is removed. ======================== Warriors ======================== - A warrior must choose his or her weapon specialization at the advancement shop. Weapons of type "stab" are now considered a point mastery weapon. WARNING: Remastery resets one's weapon mastery skill to "promising". - Weapon mastery is learned twice as fast as it used to be learned. This is still quite slow compared to most skills! ======================== Protection / Defender ======================== +5 hitpoints to berserk per advancement [1] Commanding shout [2] [3] Imp Steadfastness [4] [5] Imp Redoubt [6] [7] Disarm Resistance [8] [9] [10] Commanding Shout - All melee stops for one round. Shares cooldown with redoubt Imp Steadfastness - Each attack received has an 8% chance to reduce damage taken by 40% Imp Redoubt - Redoubt cooldown reduced by 50% Disarm Resistance - Protects the warrior from dropping a weapon to the ground ======================== Dragon Slayer ======================== +1 damage per advancement [1] Imp Berserk [2] [3] Imp Riposte [4] [5] Imp Dirty Tactics [6] [7] [8] [9] [10] Imp Berserk - While berserked, damroll is increased Imp Riposte - When tanking, the warrior can find opening in his opponents' attacks WITHOUT first parrying a blow. Imp Dirty Tactics - Occassionally paralyzes an opponent for 1 combat round ======================== Shou-Lin ======================== - Shou-lins now regen at sleeping rate while meditating. Non-shou-lins can no longer meditate. - Shou-lins will keep art of the dragon, art of the tiger as always. - All other arts are now aspects whcih are toggled on and only one may be active at a time. The shou can change his or her preference at will and almost no cost. - Each will have the following added to their affects, when active: Aspect of the snake - Randomly paralyzes opponent for short duration Aspect of the wind - Blocks and now returns the attack against the opponent Aspect of the crane - Likelyhood to proc is almost doubled. Works on "unstunnable" mobs. Finishes with a sweep. (which can in turn dim-mak) Aspect of the flower - Absorbs mana for the shou-lin Aspect of the monkey - +10 skill success, chance for free knock if opponent becomes off balance - A shou-lin sees his aspects and (where applicable) stance under 'score'. - Gloves of harmony will sometimes echo their name to the room when they glow. ======================== Chi Warrior ======================== +1.5 per advancement to skill success [1] Soul Pyre [2] [3] Meditation [4] [5] Chi Wave [6] [7] [8] [9] [10] Soul pyre - Karmic release that causes all spells, whether negative or positive, to be removed from oneself. Costs vigor and/or mana to use. Meditation - While meditating, you regen slightly faster than sleeping. ChiWave - Splash damage applied to all enemy combatants in room ======================== Ancient Dragon ======================== +3 healing to lay on hands per advancement [1] Restorative Force [2] Imp aspect of the monkey, flower (flower unimplemented) [3] Focus [4] [5] Dim-Mak [6] [7] [8] [9] [10] Restorative Force - When laying on hands someone else, your stun is increasingly shorter for an increasingly damaged target Imp AotF - While not stunned, AotF will always absorb mana from spell attacks Imp AotM - Chance to dodge increased while Monkey is active Focus - While blind, the shou can still lay on hands group members. Also, spells that cause blindness have shortened durations. DimMak - Random chance after sweeping an enemy to execute a second attack which removes a positive spell from an enemy (this currently does not work against mobs) ======================== Ranger ======================== -Poultice heals 25% of a player's *total missing* health. -Poultice can have multiple charges. 3 for standard rangers. Up to 7 for Naturalists. As your charges fill up, it tends to take longer to find more herbs. -Poultice cures its target of hamstring, dirty tactics, or the hamstrung affect from ranger boots. -Shoot bonus damage rises quickly for rangers with dex greater than 16. -Pets grouped only take a third as much experience as a player of the same level in the group. -Food created with butcher now heals! Improved butcher makes the heals stronger. -Entangle can now entangle immortal-level opponents. -Rangers can shoot arrows while in combat. -Arrows and bows completely reworked (thanks Nicor!). -Rangers will hopefully go to great lengths to accumulate excellent arrows for use in clutch situations. -Vendors throughout the world sell varying quality arrows with different USELEVELs. Better arrows can be gathered (in order of ascending quality) through the veteran skill, zones which have arrows, and major runs -Bows have less crucial role, but should have a little more depth as well. Faster bows do faster overall damage. Slow bows do augmented damage, which maximizes the damage done per arrow. -Ranger legend skill now works. -Expose skill remade. Now the ranger will issue it to the room, essentially searching the room for any player or mob who is not in the group. If successful, it will remove HIDE, SHADOW SPHERE, INVISIBLE, DANCE OF SHADOWS, and the DANCE OF SHADOWS chant from non-grouped entities in the room. There is a chance to stun opponents who are made visible in this way. Rangers who are aggressive against these opponents will immediately engage combat against them. ======================== Naturalist ======================== Pets get +2% hitpoints per advancement level Pets get a bonus regeneration rate of 1% of their total hitpoints per advancement level per tick, on average Can have up to 1 + (advance level/3) extra poultice charges. [1] Feral Howl [2] [3] Imp Butcher [4] [5] [6] [7] [8] [9] [10] Imp Butcher - Butchered foot has improved healing properties Feral Howl - Your pet will occassionally howl, startling its opponent and causing it to miss the next round of combat ======================== Hunter ======================== A hunter's pet will do 6.6% more damage per advance [1] X marks the spot [2] [3] Ferocious training [4] [5] [6] [7] [8] [9] [10] X marks the spot - Arrows shot against targets in the same room can strike precisely, dealing three times their usual damage. Ferociuos Training- Pet will occassionaly strike with an extra attack for bonus damage ======================== Necromancer ======================== - Create warding cannot be cast in a room containing mobs which are not pets. - Curse now available at level 15. - Silence now available at level 33. - Charm corpse rebalanced. - Legend skill now available. - New spell "Maledict" available. ======================== Witch doctor ======================== Summoned mobs have 2% more health per advancement (this does not increase the chance of the corpse crumbling) [1] Metamorphasis [2] [3] Sacrifice pet [4] [5] [6] [7] [8] [9] [10] Metamorphasis - You may sacrifice a charmed corpse to incorporate some of its deadly nature into your being. This increases your melee damage output significantly for a short time. May only be cast once every three ticks. Sacrifice - You may sacrifice a charmed corpse to protect you from harm. Lasts one tick or until you take enough damage to dispel the shield. The strength of the shield is determined by the size of the corpse. Charming another corpse ends this effect. ======================== Revenant ======================== +2 spell damage per advancement [1] Dark Knowledge [2] Improved Consume Corpse [3] Death's grip (unimplemented) [4] [5] Improved Energy Drain (unimplemented) [6] [7] [8] [9] [10] Dark Knowledge - While you control no pet, spell damage and healing from life drain are increased 30% Death's grip - To use, destroy a corpse. The size of the corpse dictates a roomwide damage effect to ungrouped players. For 2 ticks, attempts to flee will 90% of the time fail and cause the fleer to be stunned. Imp Consume Corpse - Some of the corpse may be left behind for 'seconds'. Maximum health can increase temporarily based on the size of the corpse. Withint the duration of this effect, a necromancer may consume as many corpses as he or she wishes to reach any arbitrary amount of hitpoints. ======================== Shadow Dancer ======================== - New Legendary Skill - Shadow walk can now be refreshed by casting it while it is active. - Delusion made into a full skill. - Penumbrae - Every spell you cast gives you an extra shadow temporarily, which reduces the cost of your spells for 30seconds by 4% per shadow. - For a short time following a shadow step/shadow mist, a shadow dancer will have +100% chance to dodge - Shadow walk / shadow sphere toggle on and off instead of lasting for a duration. - Shadow blades made available at level 4. ======================== Prestidigitator ======================== +2 mana regen per pulse per advance level [1] Improved Dance of Death [2] [3] Improved delusion [4] [5] Slippery Mind [6] [7] [8] [9] [10] Imp DoD - You can occassionally land dance of deaths when shadow dancing. Imp Delusion - Your delusion does your full spell damage and can stun its opponent Slippery Mind - When you fail saving throw, a second roll is thrown for a chance to save. Can only happen once every two ticks. ======================== Shade ======================== [1] Adumbration [2] [3] Nodeshift [4] [5] Imp Dance of Shadows [6] [7] [8] [9] [10] Adumbration (improved penumbrae)- Every time an offensive spell is cast, spell damage is increased by 5% stackable up to 40%. This effect lasts 35 seconds after the most recent spell. Nodeshift - When activated, the shadow dancer will temporarily take greatly reduced spell spell damage and always succeed on saving throws. Cooldown of 5 ticks. Imp Dance of Shadows - Dance of shadows less likely to disable, making you visible. Mana regen is increased while chanting dance of shadows.